November 27th, 2013, 07:19
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Well, there's a war going on and I should also finish my game analysis. But I'm sulking a bit and I don't think I have the mood to do it. I'll try to post some pictures, at least...
November 27th, 2013, 08:41
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Slow moved the stack on top of the copper away this last turn. So my second stack (3 WE, 1 cat, 1 pha, 2 chariots) will easily take down his copper. Without copper and horses since turn 5 of the war, I don't think Slow will be able to put much of an opposition, especially if his mais stack was in the island and I manage to trap it in Old Sarai.
November 27th, 2013, 14:36
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Lurker thread is busy today. Hopefully it's not my empire that is being burned.  I had my share of bad news for the week, thank you very much.
November 27th, 2013, 14:43
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(November 27th, 2013, 14:36)Ichabod Wrote: Lurker thread is busy today. Hopefully it's not my empire that is being burned. 
It's clearly a gambling pool for people to decide whether it will be over/under 20 turns for you to fully conquer Slow.
Sorry to hear about your other news.
November 27th, 2013, 14:51
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(November 27th, 2013, 14:43)wetbandit Wrote: (November 27th, 2013, 14:36)Ichabod Wrote: Lurker thread is busy today. Hopefully it's not my empire that is being burned. 
It's clearly a gambling pool for people to decide whether it will be over/under 20 turns for you to fully conquer Slow. 
Sorry to hear about your other news.
I bet they are also discussing how long it'll take until people concede to us.
Thanks. I think that's one of my main problems playing Civ. The games take too long and I tend to be really affected by things that happen in my life, which kind of takes my will to play the game away. So, my play suffers a lot during this periods, which are inevitable when the games take over a year. After it's over, I try to fix things, but it's not always possible.
I'll try not to mess too much, though. Otherwise, next thing you know Slow might have conquered me when I update again.
November 27th, 2013, 16:20
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Old Sarai has the overview units there. I decided to separate a minor stack to take it, there's even a chance that Slow will withdraw with that galley. If he reinforces with units from West City, things can become a bit more complicated, but I'm confident.
Ning-hsia has a warrior. Notice the withdrawing axeman. I think Slow will concentrate his defense on the Capital. That's goo, since I have loads of cats.
In the bottom left you can see my second stack, whose composition is mentioned above.
Notice that taking Old Sarai will leave the tile 1NW of my stack uncultured. That means my stack can move 2NW next turn, with a very fast and defensible road to Karakorum. At the same time, the second stack will pillage copper and threaten Turfan. I don't think I can take the city with that stack, if it has even some units. But at least I'll be making reinforcing the Capital more difficult.
It seems the war will be fast. Not exactly sure what to do about West City. First thing will be building a trirreme from the BoM after the forge.
November 27th, 2013, 16:37
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Two cities next turn  So many un-chopped forests, Ning-hsia is going to need lots of worker attention for the forests and the silks. Hopefully, we get lucky with the capture and keep the granary intact.
Bit of a bummer that Thanksgiving is going to delay some of these exciting war turns.
November 27th, 2013, 18:39
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(November 27th, 2013, 16:37)wetbandit Wrote: Two cities next turn So many un-chopped forests, Ning-hsia is going to need lots of worker attention for the forests and the silks. Hopefully, we get lucky with the capture and keep the granary intact.
Bit of a bummer that Thanksgiving is going to delay some of these exciting war turns.
Though, we don't have Thanksgiving here in Brazil, I'll actually be pretty busy this weekend, so a pause might end up being needed for me anyway.
I'm guessing some big issue happened with Pindooter's civ, if I can read the thread movement right. Maybe something related with a potential need for a reload. That's what I'm guessing, at least...
November 28th, 2013, 07:07
(This post was last modified: November 28th, 2013, 07:08 by Ichabod.)
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I'm trying to take a different approach in this game from what I dod in my previous ones. I'm planning on using the whip more heavily, even though it's nerfed here. For instance, this city:
With the chop next turn plus another turn of production, I'll be able to triple whip a forge here. I think it's worth it, since working cottages can wait and working coast isn't the best long term benefit. I'll try to time things so as to have the least overflow possible, since finishing a forge makes bad things with overflow. Not exactly sure if it's the right decision, but it seems to be. Keep the very good cities very big (doing most of the research), whip infra on the others (making them better for later in the game).
---
New city, the name is a homage to the fact that the lurker thread was talking a lot about us yesterday.
It stole the pig from MoK, which was put into semi-stagnation (it doesn't have good tiles to grow into, anyway - ah, MoK is working the recently finished cottage, not the bare plains tile). Pig will help until we can get the fish netted and the city has at least a barracks, granary and lighthouse.
November 28th, 2013, 13:33
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Shot of our Capital. You may wonder why we are working coast over those two cottages. Well, I have a special plan for this city, which consists of making it produce 40 base hammers. That means workshopping all the currently not worked tiles + two of the cottages being worked (40 hammers will be possible after guilds). Why do we want 40 base hammers? Because that means 1 knight per turn, considering HE + forge (125% modifier on unit production). Not only 1 knight per turn, but a 11 xp knight per turn (barracks 3xp + military instructir 2xp + stable 2xp + vassalage 2xp + theocracy 2xp = 11xp). That's going to be our main military pump to overcome WLP.
From that explanation you can deduce some things. We will run vassalage, not bureaucracy (bureaucracy wouldn't help this city, because DP will become our Capital soon). That means we'll forgo going for Civil Service soon, we'll beeline Guilds instead, with detours to get Literature, Monarchy and Theology (for the Epics and Civics). The idea is to time this techs with a Golden Age, revolting to all these civics during it and preparing a big attack on WLP. Main objective for this first attack is simple -> take out WLP sources of iron (which are very badly placed for him, as I'll show later), leaving him to maces and longbows until gunpowder (which will be a bit far away, if he decides to go through the most obvious economic routes). Yes, diplo can screw us here, but what can you do, right?
Another important objective for the next turns is getting sources of furs, wine and silver, the resources we currently trade with WLP. We have wine inside our borders, we have furs on Slow's land and silver on an island near slow's capital, so we only need to settle these cities/improve these tiles.
That's the basis of my Master Plan going forward. For now, we are accumulating gold and waiting until we have enough to burn through some 100% turns of research. We also need to take Slow as fast as possible.
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